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Messages - cureshiboi

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1
Add-Ons / Re: Muffin's emitters
« on: November 15, 2008, 06:31:51 PM »
I really want to download the Sci-fi emitter pack, as I am building the gate-room from Stargate Atlantis, But none of the links to filefront are working. Could you please give some links to mediafire, because that site works fro me.

Your emitters look very cool though!

2
Modification Help / Re: Vehicle front heavy?
« on: August 01, 2008, 06:09:17 PM »
Double toast

What do I name the joint I want to fire out of?
muzzlePoint?

3
Modification Help / Re: Vehicle front heavy?
« on: August 01, 2008, 03:16:52 AM »
Solved

4
Modification Help / Vehicle front heavy?
« on: July 30, 2008, 06:33:29 PM »
I'm trying to finish off my cannon vehicle, and its all going well exept for one little thing. The cannon spawns and ballences on the tip of the barrel. I'm running it off the jeep script, and I've got one mount point, and 2 wheels.

I changed the script so it would allow for the wheels, but it still happens. I'll post a picture once I get home from school.

Reference image: http://cdn.overstock.com/images/products/L1135244.jpg

5
Modification Help / Re: Exporting a vehicle thru DTS Plus?
« on: July 20, 2008, 06:44:13 PM »
Double post.

The fix to our problem, is to name your collision box "Collision-1", and set all LODs to 16,

Thanks packer :)

6
Modification Help / Re: How do i make a vehicle paintable?
« on: July 20, 2008, 06:42:16 PM »
This is from the magic carpet script;
Code: [Select]
      paintable = true;Line 190

7
Modification Help / Re: Exporting a vehicle thru DTS Plus?
« on: July 19, 2008, 07:24:34 PM »
I'm having much the same problem as jaydee, but I AM using the magic carpet script (If that actually does anything).

The Dts plus exporter works fine, without collision. As soon as I add a collision box it screws everything up in game. And I can't export with the old dts, because I want my model flatshaded.

All my LOD's are set to 50, if thats any use.

Edit: Kinda a big bump, but I thought it was needed as the question wasn't really answered.

8
Modification Help / Giving items.
« on: May 21, 2008, 10:06:50 PM »
I'm trying to script up a shop system, that by typing /buyitem (Or /buygun for example) that it deducts cash from the person, and gives that person the gun.

Everything in the script is working, exept for the fact that once you get the gun, and it shows up in your inventory, but you can't use it, or even scroll to it.
Code: [Select]
for(%i = 0; %i < 5; %i++)
{
%toolDB = %client.player.tool[%i];

if(!%toolDB)
{
%client.player.tool[%i] = gunItem;
%client.player.weaponCount++;

messageClient(%client.player.client, 'MsgItemPickup', '', %i, gunItem);

%client.cash = %client.cash - %cost;

break;
}
}
Thats the part of the code that I think is stuffing up.

9
Clan Discussion / New Clan (SGB)
« on: May 20, 2008, 03:48:54 AM »
The Stargate Blockland Clan is open for anyone with a love for the Sci-fi show Stargate. It would also be good for people who are intrested in making a Stargate mod to join cause I need all the help I can get in Scripting and making GUIs. This clan will also be having Stargate themed servers and free builds and a place for people to try-out Stargate themed decals.
For those who want to join please Reply to this post and I will add you to the list.

Cheers,
       Cureshiboi.

10
Modification Help / Re: Help With a DHD (dial home device) GUI.
« on: April 23, 2008, 06:57:57 AM »
I don't know, I just want to make a decent Stargate mod, and i have no idea about scripting GUIs together and how to make the stargate work thats why i need help, so I can learn.

11
Modification Help / Help With a DHD (dial home device) GUI.
« on: April 23, 2008, 06:25:02 AM »
Hi, Im in the process of trying to make a GUI for a stargate. so when you want to dial a stargate you wrench the DHD and then a menu pops up. the problem is I really need help scripting the GUI so that when you wrench a DHD in the game, the GUI pops up. the other Problem i have is that i want to be able to create a drop down menu with the list of "planet" names that the gates are on, and when you select a planet, a picture of the symbols used are in a circle (like on the stargate chevrons) in the same way that in the change map GUI, they show a preview of the map

Anythoughts on how I can do this?

12
Modification Help / Re: Stargate Scripting
« on: April 22, 2008, 10:39:02 PM »
Cause im such a Noob when it comes to 3d modelling, I've got an All right model for the Stargate, but i Don't know how I should get the "Chevrons" or symbols on the centeral rotating part of the stargate. Any thoughts?

13
Modification Help / Re: This is how you make a face/decal/print
« on: April 17, 2008, 05:41:23 AM »
What size do you use for the ramp print bricks

14
Modification Help / Re: NEED HELP MAKING BRICKS!!!!
« on: April 17, 2008, 05:35:13 AM »
Yeah, but my idea was for a Bill Board
For racing RPGs and City RPGs

15
Modification Help / Stargate Scripting
« on: April 17, 2008, 04:45:15 AM »
Hi, Ive got a model of the atlantis stargate and was wondering if anyone could do the scripting for me (because I no nothing about it) so that it is controlable by wrenching the DHD (which ive got a model for also) and that brings up a basic portal menu that the stargate then is a direct portal to that destination. or something to that effect.

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